SakeTami
oliverjosh
oliverjosh

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New Lobby, Getaways, and a cat - Devlog 10/06

I've been itching to add something new after spending a little while on mostly bugfixes, so I decided it was time to start working on different getaway vehicles. 

Lobby Extension

The lobby was feeling a little cramped though, so first I had to make a bit of room for the new getaway UX. Here's a sneak peek at the burglar HQ extension. The lighting still needs a bit of work, and I'm hoping to put some extra little details in over time

Plenty of space to check out that sweet new burglar van

The gantry way helps you get a view from above

Getaway Selection

I've also started work on implementing changeable getaway vehicles. I already had this in mind during development, so there wasn't a lot of work to make the getaway vehicle self-contained, with spawn points, gear slots, and stealable goal areas so it can be swapped out for another one.

For the first alternative getaway, I'm keeping it simple with this pickup truck. It comes with boxes for your gear, and a bit of space in the back to haul your stolen goods. This will likely be a cheaper option compared to the OG van, which you'll have to work towards in the full game.

I'm thinking of having an even smaller getaway which players start out with, maybe something like this? Let me know your thoughts in the comments or discord.

Every burglar has to start somewhere, right?

Here's an early look at the getaway selection UX. You'll be able to scroll through the different options, and purchase a new vehicle once you've built up enough illicit savings. There will also be a button below your equipped vehicle to take you to an upgrade screen, once that is implemented.

Work in progress, let me know what you think!

I'm thinking of just having two main properties for each getaway: capacity and stealth. Capacity will give you a quick idea of how much you can fit inside the getaway, not including roof space. Low-stealth getaways will make a lot of noise when you enter a mission, which will make the AI more cautious. This will feed in to the AI worry system that I've got planned

Cat

Lastly, here's a little look at the cat model I'll be using when I add NPC cats to the game. I'm not sure when I'll start working on this properly, but I wanted to check out this cat asset I'd bought a while back and see how it looked in-game

cat


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